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Revision as of 22:26, 19 December 2023 by CartridgeCulture (talk | contribs) (Development process)

MOVE STUFF ONTO PUBLIC ARTICLE

THEN MOVE/MERGE WHOLE SECTIONS/ARTICLES IF NECESSARY

MERGE DEV/E3 1996 TO PRERELEASE, MOVE IMAGES

DONT FORGET, SONICPC PAGE FOR PRODUCTION CREDITS REASONS

Where do we differentiate between "describing the game" and "the development history"? Does X-treme even need to be split between main/PoV/Condor?

  • Disambig: Consider not a straight disambig page but a general-coverage "Sonic X-treme" page, which covers the project as a whole and links to the individual development periods. This might not be necessary (see first bullet point) but would address the issue of our main X-treme page also serving as the main branch era page (when a main X-treme page should ideologically be defined as the whole project, not just its most recognizable form)
  • Intro: Each page's intro needs to state that this is part of the larger X-treme project in the same style of writing, and provide a clear link to earlier/later iterations (maybe at bottom of introduction in dedicated line). Perhaps this can be done in the infobox, like we do with pages like AM2.
  • Development: History (as in press history, prerelease stuff) and Development (what the developers were doing, technical stuff) need to be more clearly distinguished. Any info not on the Development subpage already needs to be moved there, and vice versa. Determine if the split is even necessary (probably, but check). There will be some overlap here. Earlier iterations might not have enough content to warrant a dedicated subpage.

TO DO

  • Redirects, working names, any necessary categories or image tags, etc.
  • Remove Sonic-16 from X-treme articles entirely, including omni.
  • Merge "isometric concept" with Mars
  • Production credits need splitting for: Sonic Mars, Sonic X-treme, Project Condor, SonicPC, but only for Sega (probably). Sonic gets redirects to a central X-treme.
  • ETHOS: With the exception of what needs to be split for automation, everything should be as centralized as possible?
  • Organize and categorize all media. Host anything we're missing.
  • Add descriptions for all magazine entries. List Red Shoes mistakes.
  • Combine pages of Yasuhara's concept art book into a single .PDF (or multiple, if there are a few books)
  • Find magazine issues for Sonic X-treme/Magazine articles.
  • Who is that unknown STI developer?

To add

  • Everything from dumped ROMs
  • Everything from this thread
  • Everything from the Senntient forums
  • Everything from [http://scp.webulate.com SXC)
  • LEGACY: legacy, legacy, legacy
  • Ofer based his engine on Senn's first two Amiga gameplay demos[1]
  • "Ofer and I were already working at our homes on our own version of the game to present to Nakayama-san [when Stolar was hired]" (he likely means Iri) THIS DATE IS IMPORTANT[1]
Unsorted
  • Note in introduction: Peter Morawiec and STI Burbank being aware of X-treme and confirming they are different projects[3][3][4][5]
  • Mars was expected to be completed by June 1995 (Kosaka proposal ref, May 94)
  • SonicPC development might have continued past cancellation into 1997?
  • Hirokazu Yasuhara was brought onto X-treme to assist, and created extensive Act designs for the project. However, his Acts were designed around the concept of Sonic running around in full 3D, which wasn't entirely compatible with how Ofer's gameplay engine presented its viewpoint. Senn states that, had the game used a different camera (for example, one which could rotate around corners), the team could have seen Yasuhara's gameplay design through, but ultimately these Acts never left his concept art notebooks.[6]
  • While Condors focus was getting the boss engine running smoothly and readying it for its May appearance at E3 1996, the actual gameplay mechanics were largely set aside. As a result, Chris Coffin hardcoded a value of 21 lives was for earlier versions of the engine, alongside an automatically-increasing life counter, making screenshots published by the press appear more dynamic.[7] Additionally, the only Zone known to be ported to Condors engine, Jade Gully, once actually featured enemies[2] (despite the dumped version of the Zone containing none whatsoever).

Sonic X-treme

Development process

Saturn

SENN'S BELOW LOCATION AND DATE NEEDS DOUBLE-CHECKING, HE WAS LIKELY WORKING FROM HOME AT THIS POINT.

Legacy

Assets from the game's development would, however see an official release in Sonic's Schoolhouse. As both were being developped concurrently, it was decided to repurpose artist Ross Harris' existing Sonic the Hedgehog model for prerenders of Schoolhouse's titular character. Fittingly, Ross Harris is credited in the game’s Special Thanks.

Preservation

  • Everything missing here. This is its own history project.
  • 2006 "auction"[8]
  • Senn doesn't/never had protos.[6] Goddard thinks he has "code for a demo or two" from the 32X era of X-treme, as well as a promotional "billboard".[9] Coffin doesn't have any protos, or already contributed what she has. Is she the source for one of the dumps?[10]

References